uniform sampler2D baserock;
uniform sampler2D darkrock;
uniform sampler2D darkrockalpha;

void main() {
	vec3 base = vec3(texture2D(darkrock, gl_TexCoord[0].st));
	vec3 dark = vec3(texture2D(baserock, gl_TexCoord[0].st));
	vec3 alpha = vec3(texture2D(darkrockalpha, gl_TexCoord[0].st));
	vec3 newColour = mix(base, dark, alpha.r);
	
	gl_FragColor = vec4(newColour, 1.0);
}
